Fighter
Base Class: Fighter
This is NOT a fighter subclass, and you cant pick it, unless your race is Living Blade's subrace - Corrupted blade - made by me, obviously.

 

Living Blades, that got cursed by Tiamat, fight in much different ways, then their pure brothers. They are now able to cast a variety of different spells, including mostly blood, fire and necromantic magic. In melee they tend to move and strike like a beast, and word "tactics" is rarely in their vocabulary. In return, they tend to deal massive damage to wide area with brutal chain of attacks, that make even mountains tremble. You cant wear armor, but get covered in metal-dence scales insdead, which grows only thicker each new level you get. 

Quick Build

You can make a blade quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether your weapon body type. Your next-highest score should be Constitution, because the blade is not indestructible and you will be right in the center of each battle! 

Level

Proficiency

Skills

Cantrips

Spells

Spell Slots

Spell Slot Levels

1

+2

Wide Swings or Deep Wounds, Blood Hunt

2

2

1

1

2

+2

 

2

2

2

1

3

+2

Endless Strikes

2

3

2

2

4

+2

Characteristics Increase

3

3

2

2

5

+3

 

3

3

2

3

6

+3

Draconic Wings, Characteristics Increase

3

3

2

3

7

+3

Blood Magic

3

5

2

4

8

+3

Characteristics Increase 

3

5

2

4

9

+4

 

3

5

2

5

10

+4

 Unmatched Strength, Unrivaled Speed

4

5

2

5

11

+4

 

4

5

3

5

12

+4

Characteristics Increase

4

5

3

5

13

+5

 Dragon Awakening

4

8

3

5

14

+5

Characteristics Increase

4

8

3

5

15

+5

 Blood Infusion

4

8

3

5

16

+5

Characteristics Increase

4

8

3

5

17

+6

 

4

8

4

6

18

+6

Frightful Presence

4

8

4

6

19

+6

Characteristics Increase

4

8

4

6

20

+6

World Ender

4

8

4

6

 

Hitpoints, Proficiency and Armor

Hitpoints
Dice of Hits: 1 to 12 for each blade level

Hits at Level 1: 12 + Physique Modifier

Hits on the following levels: 1 to 12 (or 7) + Physique modifier (at least 1 in total) for each blade level after the first

Proficiency
Armor: None

Weapons: Yourself

Tools: None

Saving throws: Strength or Dexterity, Physique

Skills: Choose two skills from the following: Acrobatics, Athletics, Survival, Intimidation, Perception

 Armor Class

Liiving blades have fixed amount of AC, that grows with each level they take

Armor at Level 1: 14 + Physique modifier 

Armor on the following levels: Current amount of AC + 1d4 for each blade level after the first, but can't go further then 30.

Wide Swings

1-st Level, Corrupted Blade Skill, You get that ability if your damage type is slashing.

Any physical melee attack you make deals half the damage to every target in 15-foot cube originating around the spot of initial strike. Your primary target need to throw a Constitution check with difficulty of 15, otherwise they get a Bleeding status applied. Can be used when held.

Deep Wounds

1-st Level, Corrupted Blade Skill, You get that ability if your damage type is piercing.

Any physical melee attack you make leaves deep wound in targets body, applying Bleeding status on your target. You also attack bleeding targets with an advantage. Can be used when held.

Blood Hunt

1-st Level, Corrupted Blade Skill

As a bonus action you can do a perception check with difficulty of 10 and, if you pass, get an ability smell blood in 500 ft radius around you, immidiately noticing any bleeding target. You move towards that target with increased speed of 60ft, and don't lose track of that target, even if they are invisible. Can be used when held.

Endless Strikes

3-rd Level, Corrupted Blade Skill

If you make an Attack action on your turn, you can make two attacks instead of one. Can be used when held.

The number of attacks increases to three at the 9th level, to four at the 13th level, and  to five at the 15th level.

Characteristics Increase

4-th level, Corrupted Blade Skill

When you reach the 4th, then the 6th, 8th, 12th, 14th, 16th and 19th levels, you can increase the value of one of your characteristics by 2 or two characteristics by 1. As usual, the value of the characteristic should not exceed 20.

 If your Master allows the use of traits, you can discard the benefits of this skill when increasing the values of characteristics and take a trait instead.

Draconic Wings

6-th level, Corrupted Blade Skill

You hear a Dragon's roar deep inside you. Your body grows two extra limbs as a response to that. In combat, you gain ability to Fly at 30ft speed for three turns. That skill stacks with the Blood Hunt skill. You can fly indefinitely outside of combat.

 

Blood Magic

7-th Level, Corrupted Blade Skill

 After being active long enough to hit level 7, and consuming this many living creatures, you get a deeper understanding of blood and yourself. You learn how to use a variely of blood,  and fire spells. If spell needs you to do an action with hands, or say a word, you ignore that restriction. Can be used when held.

List of spells you learn:

Fire - Control Flames, Green-Flame Blade, Fire Bolt, Burning Hands, Scorching Ray, Flaming Sphere, Melf's minute meteors, Fireball, Fire Shield.

Blood - Analyze Blood,  Blood Orb, Blood Curse, Blades of Blood, Blood Bonding, Blood Shield, Blood Extraction (Every single one of thouse are homebrew, and made by other people. You can find these on D&D Beyond. I do not have any rights for thouse, and just found them fitting to be used.)

 

 

 

 

Unmatched Strength

10-th Level, Corrupted Blade Skill, You get that ability if your attack modifier is strenght. Works when held.

 If the result of your Strength check turned out to be less than the value of your Strength, then you can use the value of the characteristic instead of the result of the check. In addition, you get +2 to your Strenght. Your melee strikes now push targets 5ft away from you.

If you are held, you give that bonus to your host instead.

Unrivaled Speed

10-th Level, Corrupted Blade Skill, You get that ability if your attack modifier is dexterity. 

If the result of your Dexterity check turned out to be less than the value of your Dexterity, then you can use the value of the characteristic instead of the result of the check. In addition, you get +2 to your Dexterity. Your melee strikes now push your targets for 5ft into that strikes direction, dealing 1d4 damage, if they hit another target, to both of them. 

If you are held, you give that bonus to your host instead.

Dragon Awakening

13-th Level, Corrupted Blade Skill

Dragon's roar inside you getting stronger. You get resistance to Physical damage. Your normal Movement speed increases to 40, Flying speed - to 60. You also get an ability called "Ignition". 

If you are held, you give that bonus to your host instead, but can't Fly.

Ignition

You are now able to coat yourself in flame. Your physical attacks deal extra +1dN fire damage in that state, where N - is your base weapon damage. You also get resistance to Fire while Ignited. Can be used when held.

 

Blood Infusion

15-th Level, Corrupted Blade Skill, You need a host for this to work.

 You get so expirienced at blood manipulations, that you are now able to influence your host with it. Every time you hit Bleeding enemy, your host gains 1 stack of Blood Infusion. You can store up to 30 of these. Each stack gives that host a +1 to Strenght, Dexterity, and Physique, up to 30 points in each, and grows in size 1ft per stack. Host's skin turns red, scales appear all ower its body, covering back, front, and shoulders. Pair of gigantic dragon horns appear on top of its head. You also learn how to use Draconic Wings, while held by a host, growing a pair of bat-like wings on its spine, increasing your Flying speed to 80ft.

Your host stops losing HP every 3 turns, and does not die after 3 hours without you consuming blood. Instead, you loose 1 stack of Blood Infusion every 3 hours. While in battle, you are now healing 3d4 every three turns. 

Frightful Presence

18-th Level, Corrupted Blade Skill, You need a host with at least 15 stacks of Blood infusion for this to work.

Each creature that is looking at you within 80 feet must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

World Ender

20-th Level, Corrupted Blade Skill, You need a host with at least 20 stacks of Blood infusion for this to work. 

When you use that ability, you take one turn to channel all of your hosts blood into you. At your next turn, you leap 30ft in chosen direction, and land a devastating blow on the ground, or anything above it. That single strike deals 1d100*N damage to anything in 25-foot cube around the place your strike lands, where N - is number of your Blood Infusion stacks. Whenewer you roll less then 25 on a dice, you reroll it, even if you get less then 25 again. Targets outside of impact zone in 100-foot cube get half of that damage, if they fail a DC 15 Dexterity check. In addition, an intense tremor rips through the ground in a 100-foot- radius circle centered on point, where attack landed and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes Difficult Terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's Concentration is broken.

After landing that attack, your host dies permanenly, and you have 3 hours to find a new one, otherwise you are going to die as well.

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